+#define VC4_DIRTY_COMPILED_CS (1 << 23)
+#define VC4_DIRTY_COMPILED_VS (1 << 24)
+#define VC4_DIRTY_COMPILED_FS (1 << 25)
+#define VC4_DIRTY_FS_INPUTS (1 << 26)
+#define VC4_DIRTY_UBO_1_SIZE (1 << 27)
+
+struct vc4_sampler_view {
+ struct pipe_sampler_view base;
+ uint32_t texture_p0;
+ uint32_t texture_p1;
+ bool force_first_level;
+ /**
+ * Resource containing the actual texture that will be sampled.
+ *
+ * We may need to rebase the .base.texture resource to work around the
+ * lack of GL_TEXTURE_BASE_LEVEL, or to upload the texture as tiled.
+ */
+ struct pipe_resource *texture;
+};
+
+struct vc4_sampler_state {
+ struct pipe_sampler_state base;
+ uint32_t texture_p1;
+};